The lack of attacking opportunities at the flanks is a challenge for both players. If that is what you want to accomplish then you have succeeded.

The challenge for the German player, in my opinion, is to bring his artillery a bit more to the front. This can takes several cards on his right flank, and might leave him without cards to fire it. A strategical decision is to be made here.

A challenge for the Soviet player is to keep his centre running as a carroussel bringing pieces forward, finding space for retreat and trying to retreat them just in time. The centre is in my opinion the only place to attack for the Soviets.

The German player has another tactical decision to make, especially early in the game and in midgame, and that is whether to use centre artillery only to attack centre troops (to prevent attacks against his own), or to use it as a 'slicer' for left flank russian defenders, to diminish them to a level at which he can use his troops on that flank. The way I played it, the German player got stuck with a lot of left flank cards which could not be used because defence was too strong to attack.

I did not use the sniper, which I usually like to use against artillery, because there was hardly a way to try to hit it.

As the Germans are trying to find a route through the Krim the concept of a centre corridor is good. However, I would try to make positions on both flanks from which this centre corridor can be attacked. That would make flank cards a bit more usefull.

Played it today as Soviet and all I had to do was wait for the German to funnel into the center and just rotate my troops as they took damage..I started pulling my troops from the right flank as it was almost impossible for the German to engage me there.
Was fun but like Helcat mentioned some more flanking opportunities might be better.
Thanks

IMO, the trench in the center shouldn't give the Russians victory points - it's already a TACTICAL advantage to posses them - so giving a strategic bonus as well is a little much for the defending side.

I'd reduce the number of units on the Russian side by 1-2 and on the German side by 1 (possibly 1 artillery).

Other than that - I really like it. And while it's concentrated on the center - ignoring the flanks can cost you. I almost won on the German left flank without playing anything in the center (I got exactly 1 center card the whole game).

I tried to set it up to give a restricted field of play, witout maing any cards useless (Chronic Med Syndrome), that is why I put the ATK and the Gun on the border hexes so Soviets can use left cards for them (and thus usually have something useful to do)

I wanted to make the right possible, but more difficult than the centre.

As for medals in the trench, this might be a question of design and play philosophy. For me, battles are fought for objectives, and those objectives are rarely "KIll X number of the enemy". The trench is an objective because that is what the struggle ouught to be about.

Earlier versions I tried had:
Another Soviet sniper in the border hex on the Chongar; I discarded this because two snipers meant the Germans got whittled down before launching an attack.

No bunkers in the wall, just trenches - this seemed to make the Sovs too weak.

Land hex in front of the German guns on their right (this made them too easy to advance)

Based on the comments, if I was going to re-design (which I will not be for a while) I would:

Extend the ditch another hex to the left, so that there are some opportunities to do a pure left attack

Put 1 joint medal in the trench
Put 1 Axis medal a little further back
Move the sniper to the right

Belin is a great Expert Scenario!! I have played it solo as the Russians so far. A very good simulation of the Battle for Berlin. Lots of obstructions make it more interesting and challenging. Well thought out. Will look forward to playing it with you sometime!

I also like Battle for Berlin. The 3 cards for the Germans is very inovative. Honestly, it's not as bad as you would think. Hopefully, we can use it in an Eastern Front tournament after our Med. Front one is completed.

I try to do things that have not yet been tried yet with the editor and I was also suprised that this battle had not been done yet.

The medal count might otherwise be a bit too high, but I like the "fight to the bitter end" mentality that that results.

I really liked it too, 3 stars for sure - but I must say it's a daunting thing to look at 12 medals... Maybe you could reduce the number of units and medals required, otherwise you risk people not playing it simply because they don't have time! (I always make that consideration before engaging in Barricades for instance)

Elite Paras against Argentinians in a fixed position with superior fire support

Briefing:

All British infantry are elite and have Gung Ho (limited version that does not activate an extra unit on recons)

Night Attack rules are in effect - this battle started at 0230 in the Southern Hemisphere winter

The Argentinians have the benefit of Blitz (Pucarás from Port Stanley)

The Anti-Tank guns in Goose Green and the adjacent artillery are designed to represent the 35 and 20mm anti-aircraft guns that were used as close support in the later stages of the battle, if Machine Guns were implemented I would use those.

The British sniper on their extreme left is an SAS observation post, this unit cannot advance across the water but can provide supporting fire

Mines are unfriendly to both sides.

For some reason DOW has not seen fit to add Argentina to the list of supported nations, so for the purpose of this scenario they are implemented as Italians in honor of the many Argentinians of Italian extraction. This has no game effect.

The one unit with an Italian flag is from 25th "Special" Infantry Regiment, this unit is elite